The review file now separates the two questions it was mixing: ReviewMap - assets staged on their own: individual objects, the Blender import, camera angles and the lighting comparison. Nothing from the game map is involved. DemoMap - the actual game map in development: street, buildings, player, vehicle in place. One status table at the top covers both parts, with a Part column, and remains the only place approval and issue notes are recorded. Between them sits the Blender-vs-UE comparison, which now pairs ReviewMap captures as well as DemoMap ones, followed by the ReviewMap image grid and the existing in-game shot sections. Tools/ue_build_review_map.py also stages the LATEST vehicle assets (five systems plus the hatch paint) and two new cameras - a three-quarter view of the car and a ground-level look at the character's feet - so the staging map never drifts from what the Blender tools last produced. Tools/render_screenshots.sh gained a second capture pass that renders ReviewMap into Screenshots/review/, after the demo collection because that pass clears the engine's screenshot folder.
Game
The Unreal project lives at Game/GigLine/GigLine.uproject once created. Nothing here yet.
What gets committed
Config/— engine and project settings, including the quality presets used for release checksSource/— C++ modulesContent/—0.1.0map, materials, meshes; LFS-trackedGigLine.uproject
What does not
Binaries/, Intermediate/, Saved/, DerivedDataCache/ — all generated. .gitignore covers them; do not add exceptions.
Engine
Installed outside the repository. Its path and exact version are recorded in ../Docs/toolchain.md. Nothing in this directory may assume a machine-specific engine path; the documented build procedure is ../Docs/build.md.